﻿/****************************************************************************************
*	Mouzetrap - client/server framework	
*
*	$HeadURL: http://mouzetrap.googlecode.com/svn/trunk/Mouzetrap/Network/IBaseClient.cs $
*	$Id: IBaseClient.cs 11 2009-06-11 09:10:25Z tobz@fallenrealms.net $
* 
*	Copyright (c) 2008 Toby Lawrence
* 
*	Permission is hereby granted, free of charge, to any person obtaining a copy
*	of this software and associated documentation files (the "Software"), to deal
*	in the Software without restriction, including without limitation the rights
*	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*	copies of the Software, and to permit persons to whom the Software is
*	furnished to do so, subject to the following conditions:
* 
*	The above copyright notice and this permission notice shall be included in
*	all copies or substantial portions of the Software.
* 
*	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*	THE SOFTWARE.
* 
****************************************************************************************/

using System;
using System.Net;
using System.Net.Sockets;

namespace Mouzetrap.Network
{
	/// <summary>
	/// Defines the interface for a client.  These are the bare essentials such as the server they are
	/// associated with, their network endpoints, and sending and receiving data.
	/// </summary>
	/// <typeparam name="TServer">the type of the server they are associated with</typeparam>
	public interface IBaseClient<TServer> : IPacketTarget
		where TServer : BaseServer
	{
		/// <summary>
		/// Gets the server instance the client is being served by.
		/// </summary>
		TServer Server { get; }

		/// <summary>
		/// Gets the TCP endpoint of the client.
		/// </summary>
		IPEndPoint TcpEndpoint { get; }

		/// <summary>
		/// Gets the UDP endpoint of the client.
		/// </summary>
		IPEndPoint UdpEndpoint { get; }

		/// <summary>
		/// Gets/sets the socket this client is using for TCP communication.
		/// </summary>
		Socket TcpSocket { get; }

		/// <summary>
		/// Whether or not the TCP socket is still connected.
		/// </summary>
		bool IsConnected { get; }

		/// <summary>
		/// Begins receiving TCP data asynchronously.
		/// </summary>
		void BeginReceive();

		/// <summary>
		/// Asynchronously sends a packet of data to the client.
		/// </summary>
		/// <param name="buffer">an array of bytes containing the data to be sent</param>
		void Send(byte[] buffer);

		/// <summary>
		/// Asynchronously sends a packet of data to the client.
		/// </summary>
		/// <param name="segment">the buffer of data to read from</param>
		/// <param name="length">the number of bytes to send, starting at offset</param>
		void Send(ArraySegment<byte> segment, int length);

		/// <summary>
		/// Asynchronously sends a packet of data to the client.
		/// </summary>
		/// <param name="buffer">an array of bytes containing the data to be sent</param>
		/// <param name="length">the number of bytes to send, starting at offset</param>
		/// <param name="offset">the offset in the buffer to read from</param>
		void Send(byte[] buffer, int offset, int length);
	}
}